Z3M3:Basic Notes

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SM logic notes

  • Logic probably needs to define rules for traversal, room-by-room, rather than just accessing items. Notably:
    • Getting from any door to any other door in a room may have requirements
    • Getting from any door to a specific item in a room may have requirements
  • To reduce the risk of players soft-locking, logic should work in a symmetrical way:
    • Players should not be expected to follow a path they aren't able to reverse
    • Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph)
    • Doors a player can't open should not close behind them, so connected doors likely need to be the same color. This should also be true for grey doors that open after a condition is met.
  • Requirements for Hellruns are a concern
    • Should heated rooms have hellrun health values for each door-to-door connection, in both directions?
    • Should logic be aware of refills and farm spots along the way?
  • Power Bomb count and Power Bomb farming spots may be a similar problem to hellruns
  • Without an entrance randomizer, some logical requirements are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room)
    • Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.
    • This is especially sensitive if the logic needs to expect symmetry. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?

SM room placement notes

  • Many rooms contain one-way trips. This would place them entirely out of a symmetrical logic. Other projects have altered those rooms to make them bi-directional, e.g. by removing crumble blocks or gates. Would that be a good idea?
  • It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions in Crateria.
  • The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. /wiykd that be of interest?